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2020/07/14 02:01:34
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
dammit wrote: The FAQ to Rusted Claw is a interesting boon to jackals.
Changing pistols to assault when advancing doubles their shooting output. 1cp to reroll wounds makes them a little more damaging, at a 30 inch threat range.
But we don't really need more str3 shooting.
However, cult ambush still prevents us arriving post turn 3 which was something I was hoping would go away. so a first turn screen clearing unit has value, and with their threat range they can provide it.
They also changed the Agile Outriders custom cult creed to do the same thing as the new Rusted Claw trait. Although most people usually take Rusted Claw for the demo strategem, and with all the points increases on top of having to pay for a separate detachment — I'm not sure they'll be worth it. A Jackal unit with a Wolfquad already costs more than a Ridgerunner (81pts vs 70pts), and that's before you add any equipment or upgrade the heavy stubber.
They might be good candidates for the new Actions mechanic though..
*Page 74 – Cult Creeds, Agile Outriders Change this Cult Creed to read: ‘If a Biker unit with this Cult Creed Advances, until the end of the turn, all models in that unit treat all Pistol and Rapid Fire weapons they are equipped with as Assault weapons. Biker models with this Cult Creed do not suffer the penalty for Advancing and firing Assault weapons.’
This message was edited 4 times. Last update was at 2020/07/14 02:09:44
2020/07/14 10:50:49
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
the 40% price increase leaves me hesitant about bikes but they may well have their place.
What I am struggling with is what to hold the center of a board with.
Abberrants are to expensive (and prob to squishy). I previously used Tyranid Warriors but I can't find myself justifying the CP cost of another detachment so kind of at a loss.
2020/07/14 11:49:01
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
Min units of Acolytes with 2x saws only went up a couple of points. Maybe a unit of that in a HML Rockgrinder would make a good center-holder, in a parking lot with a Jackal Alphus and a couple of Goliath Trucks with ML Neophytes in it?
the structure I'm looking at is something like this:
Bladed Cog cult
Magus with Bladed Cog 5+FNP spell+Might from Beyond and a Familiar
Jackal Alphus to buff the parking lot
1x big 20 man Acolyte unit with max saws and banner
2x neophyte squads with 2 MLs 2x 5 man acolyte squads with 2 saws/cutters
2x goliath trucks for the neophytes
2x goliath rockgrinders for the acolytes
2x naked biker squads for outside objective grabbing/actions/table quarters secondary nabbing
2x Ridgerunner with HML and flares
Clamavus to guarantee the bomb makes it in
Kelermorph because kelermorph
Basically, the big antitank heavy parking lot camps in the center of the board with the rockgrinders and acos playing bouncer and tanking hits, the bikers roll up the outside, and the Magus+Clamavus+20 acos drops turn 2 as a melee bomb.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2020/07/15 16:06:28
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
I think most used to sneer at 5 man acolyte squads, because a vaguely hot overwatch phase would kill them. I still think there are issues - but in an objective based game, with obsec, maybe they can be useful.
I'm having fantasies on the following:
A Magus,
An Alphus,
6 Neophytes 2 MLs,
6 Goliath Trucks,
9 Ridgerunners
2 Rockgrinders
for 2k points.
I'm not convinced its any good - as you are getting almost nothing from GSC's army rules, and you either get the vaguely decent Hivecult warlord trait, or bladed cog for the 6 squads of Neophytes - but there is something funny in a mech wall. Awful lot of mining laser shots.
2020/07/15 18:16:05
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
Yeah the moment your stepping away from a bunch of deepstriking acolytes and into tank parks I would ask the question. Why are you not playing IG?
Automatically Appended Next Post:
the_scotsman wrote: Min units of Acolytes with 2x saws only went up a couple of points. Maybe a unit of that in a HML Rockgrinder would make a good center-holder, in a parking lot with a Jackal Alphus and a couple of Goliath Trucks with ML Neophytes in it?
the structure I'm looking at is something like this:
<Snip>
Basically, the big antitank heavy parking lot camps in the center of the board with the rockgrinders and acos playing bouncer and tanking hits, the bikers roll up the outside, and the Magus+Clamavus+20 acos drops turn 2 as a melee bomb.
I would consider dropping the Clamavus since you can just Perfect Ambush your 1 CC unit.
This message was edited 2 times. Last update was at 2020/07/15 18:17:18
2020/07/15 19:10:43
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
Tyel wrote: I think most used to sneer at 5 man acolyte squads, because a vaguely hot overwatch phase would kill them. I still think there are issues - but in an objective based game, with obsec, maybe they can be useful.
I'm having fantasies on the following:
A Magus,
An Alphus,
6 Neophytes 2 MLs,
6 Goliath Trucks,
9 Ridgerunners
2 Rockgrinders
for 2k points.
I'm not convinced its any good - as you are getting almost nothing from GSC's army rules, and you either get the vaguely decent Hivecult warlord trait, or bladed cog for the 6 squads of Neophytes - but there is something funny in a mech wall. Awful lot of mining laser shots.
Yeah, 5 acolytes with cutters or saws is 60pts. That's gonna be something to think about for most units, take it in four-armed emperor for 42% charge chance, and drop in just enough each turn to score yourself the table quarters secondary and cause some havoc/force your opponent to play around them.
in my eyes, the only units in the codex that I just cannot see a use case for are:
-Locus. Poor guy has never really had a purpose, can't see him finding one now.
-Biologus/lesser extent Abominant. Stapled to the worst unit in the codex.
-Aberrants. Just so, so, massively overcosted. 37 points for a heavy power hammer aberrant, 43 points for a TH/SS terminator? Give me a fething break. You can have a pair of saw acolytes for 1 point less.
-Metamorphs. Back in your closet you fugly abominations, you never had a purpose anyway and now you're back to being hilariously overpriced.
-Purestrains. bad for reason they've always been bad. 15pt tyranid genestealers who get obsec and fleet traits might be quasi-usable? Given how much I'm looking at units whose only goal in life is to hunker down and perform actions, I'm kind of feeling allied Jormungandr 3+ armored 'stealers at 15ppm 5-man squads. Nice objectives, nerd, come and get them.
-Probably cult chimera. I still don't think chimeras know what they're supposed to be doing, since transports in 8th and 9th don't actually make your dudes faster and you can't shoot out of 'em.
Everything else, I can see at least one loadout that I can look at and go "Ehhh, maybe?" Neophytes with lasers in trucks. Acolytes either as a bomb or as little min deep strike squads with melee weapons or in rockgrinders. Bikes naked with shotgun and knife or shotgun and pistol in Rusted Claw.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2020/07/15 19:33:09
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
the_scotsman wrote: Yeah, 5 acolytes with cutters or saws is 60pts. That's gonna be something to think about for most units, take it in four-armed emperor for 42% charge chance, and drop in just enough each turn to score yourself the table quarters secondary and cause some havoc/force your opponent to play around them.
in my eyes, the only units in the codex that I just cannot see a use case for are:
-Locus. Poor guy has never really had a purpose, can't see him finding one now.
-Biologus/lesser extent Abominant. Stapled to the worst unit in the codex.
-Aberrants. Just so, so, massively overcosted. 37 points for a heavy power hammer aberrant, 43 points for a TH/SS terminator? Give me a fething break. You can have a pair of saw acolytes for 1 point less.
-Metamorphs. Back in your closet you fugly abominations, you never had a purpose anyway and now you're back to being hilariously overpriced.
-Purestrains. bad for reason they've always been bad. 15pt tyranid genestealers who get obsec and fleet traits might be quasi-usable? Given how much I'm looking at units whose only goal in life is to hunker down and perform actions, I'm kind of feeling allied Jormungandr 3+ armored 'stealers at 15ppm 5-man squads. Nice objectives, nerd, come and get them.
-Probably cult chimera. I still don't think chimeras know what they're supposed to be doing, since transports in 8th and 9th don't actually make your dudes faster and you can't shoot out of 'em.
Everything else, I can see at least one loadout that I can look at and go "Ehhh, maybe?" Neophytes with lasers in trucks. Acolytes either as a bomb or as little min deep strike squads with melee weapons or in rockgrinders. Bikes naked with shotgun and knife or shotgun and pistol in Rusted Claw.
Can't disagree. Aberrants and all their support staff clearly tabled a senior GW executive last year and they seem to want them deader than disco. I think Metamorphs were okay when, base, they were a point more than Acolytes. Losing obsec is bad - but gaining an extra attack, and the knife equivalent being WS2+ was arguably worth it. You don't need everyone to carry rocksaws when you punch like a genestealer for quite a bit less points.
But now being 5 points more than Acolytes, its a dead unit.
Feel the Locus is just confused. If he was a super-cheap HQ he might open up some list flexibility - but he doesn't buff anything, he just stabs things a bit. Perhaps strangely if he wasn't limited by the character rule, it might be fun to run 3 of them together as a little gang. Not sure it would be remotely competitive, but they could potentially chase down some characters and bully some small squads. Bringing one though just feels like he's never going to achieve anything.
Unfortunately, if you don't want to play like Guard, I feel you only really have acolyte bombs, and the slight advantage of relatively mobile, higher-density lascannons on neophytes.
But really, its all about getting 3 shots on the heavy mining lasers into units with 6+ models. (Not totally serious.)
2020/07/18 07:47:09
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
The love from GW For Genestealers cult is feeling colder than the love of the incoming tyranid fleet that will devour all cultists at the end of the battle. Time to let the army rest in my cupboard until new codex drops
This message was edited 1 time. Last update was at 2020/07/18 07:47:48
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2020/07/18 08:27:45
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
On the brighter side of losing the specialist detachments, we have more CP to work with, especially if taking the relic meant you had to pay CP for extra relics, or if you used the stratagems. Considering we already have less CP than in 8th, it's kinda nice not feeling forced to spend it on the specialist stuff, and we still have plenty of great stratagems.
It does seem like Genestealer Cults will be struggling to keep up, but I haven't given up on the faction just yet.
I think we'll need to keep our unit sizes maxed out at 10 to mitigate the impact of Blast weapons — maybe an exception if you want to run the hand-flamer bomb, but T3/1W units of 11+ are just asking to be slaughtered now.
For most missions it looks like if we secure at least two objectives throughout the match, then our opponent will at-most score 5 points total more than us for Primaries. If we manage to hold more objectives just once for a round, and then secure two for the rest of the match, then we can get the full 45 points.
One of the main problems I've found looking into 9th is that we don't have durable objective-holding units compared to other factions, so we'll have to find a way to work around that. It helps that most of our units can deep strike across the board, and we have a few sneaky stratagems to play with. Secondaries are going to be tough too, although depending on our opponent's army composition, some of them can be much easier to achieve.
I'm not too discouraged by the points changes, it's pretty clear they were just throwing numbers around trying to increase things without considering whether the unit was already overpriced. I mean look at Purestrain Genestealers — they're arguably the worst unit in the Genestealer Cult codex, overcosted second only to aberrants — and they got a heftier point increase than our best units...
Space Marines are going to cause headaches for everyone that isn't also playing Space Marines — but with any luck (and competence on GW's end) — the new codex's will help balance things out a bit. Most people are saying Genestealer Cult got hit the hardest with all the changes made since 8th started, so there's a slight chance GW has noticed it too.
This message was edited 1 time. Last update was at 2020/07/18 19:27:40
2020/07/18 12:18:39
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
Specialist Detachments are not allowed in the tournament matched play.
Oh ok. Just for tournament matched play then. Doesn't bother me in the slightest. I will happily continue to run my Deliverance Broodsurge with 4AE and feel like I'm actually playing an insurgent uprising rather than bootleg guard.
Do you know what your sin is, Malcolm Reynolds?
Ah hell, I'm a fan of all seven.
But right now, I'm gonna have to go with wrath.
2020/07/18 19:17:00
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
Khorzain wrote: On the brighter side of losing the specialist detachments, we have more CP to work with, especially if taking the charge re-roll relic meant you had to pay CP for extra relics, or if you used the +1 to wound stratagem. Considering we already have less CP than in 8th, it's kinda nice not feeling forced to spend it on the specialist stuff, and we still have plenty of great stratagems.
Lol, kudos for being able to put a nice spin on what is clearly bad. If it wasn't worth the CP we wouldn't have spent it. But if we don't complain then they definitely won't do anything about it. They already have our money.
2020/07/19 00:47:12
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
They definitely won’t do anything about it even if you do complain. GSC is like a Xenos faction of a Xenos faction. You’re so low on the list of people who GW gives a gak about, that it wouldn’t surprise me if ending up a the bottom of the ladder was softly intended. At the very least, it’s an accurate reflection of how much they care.
Automatically Appended Next Post: On the plus side someone who wrote your dex obviously really loves the faction, so while they won’t have any control over GW’s rebalancing over the years and the FAQs, you can be pretty confident that when you DO get your next dex it’s probably gonna be pretty lit and may make up for some neglect. Assuming un-named author hasn’t quit
This message was edited 2 times. Last update was at 2020/07/19 00:50:29
2020/07/19 21:17:37
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
I'm not about to think GSC don't have a chance or is dead. Some things changed, and maybe more so for us than others, but I'll be trying every combination of models I can imagine, as well as combining them with Tyranids to use the strengths of both, or to use them to off-set each others weaknesses.
I really dont like when people basically throw their arms up in despair when they think things wont work.
Yes, we have less staying power than other armies, but we also have a good amount of dakka and the ability to clear things off their objectives if we want. Ridgerunners didnt change in cost and they were already incredible, now theyre even better. We dont need to take and hold all the objectives just more than the enemy holds.
Terrain will be useful for us, LOS blocking mechanisms to offset our low saves and need to charge at times, as will reduced overwatches and improved melee engagement range of 1" and 5" vertically.
Y'all are welcome to be negative; but lets try to turn this conversation into something about what we've done that has worked well and try to figure out what is still great about our glorious cult.
Try not to be disheartened, at the end of the day it is a game. We need to find ways to use this amazing army.
I'll report back in 3 days as I have 5 matches scheduled and I have various styles ill be trying.
2020/07/20 12:16:01
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
Personally (motivated by owning roughly 40 genestealer models from 2 sets worth of Space Hulk) I'm curious about allying in a Jormungandr battalion of just Broodlords+Genestealers with Extended Carapace. Every game I've played or witnessed in this edition so far has hinged around melee units crashing into each other or tanking on objectives. Having a bunch of T4 models with 2+ saves in Light Cover may be better at tanking than anything GSC have got.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2020/07/20 20:55:05
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
the_scotsman wrote: Personally (motivated by owning roughly 40 genestealer models from 2 sets worth of Space Hulk) I'm curious about allying in a Jormungandr battalion of just Broodlords+Genestealers with Extended Carapace. Every game I've played or witnessed in this edition so far has hinged around melee units crashing into each other or tanking on objectives. Having a bunch of T4 models with 2+ saves in Light Cover may be better at tanking than anything GSC have got.
THis I like. In many ways Leviathan, and Jormangandr are looking like top choices for Nids, fare well star brother!
The will of the hive is always the same: HUNGER
2020/07/20 21:45:31
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
Just spam TH acolytes and hope the opponent brought MEC killing stuff, be counter meta. Morale rules and cover rules will help a lot I think. The psychic power enabling the charge after advance will help a lot if we go for big blobs and say « I don’t care about blast, blast won’t be meta lalala ».
TH acolytes are still good against MEC I think.
Ridge runners yes they are great but as was said before what is the point in playing gsc if you want to go vehicule heavy ?? I own 4 goliath trucks / rockgrinders but that is just because I am dreamer and thought GW would actually make transporting cult dudes actually decent At some point...
Thing is without Primus (because it will be tough to get him in aura range Alice with coherency rules) our stuff feels kind of on the weak side, but with overwatch More or less gone who knows ? Perhaps 6*10 TH acolytes, or blobs « I don’t care about blast » could work
This message was edited 2 times. Last update was at 2020/07/20 21:52:22
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2020/07/20 22:58:43
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
Arkengate wrote: I'm not about to think GSC don't have a chance or is dead. Some things changed, and maybe more so for us than others, but I'll be trying every combination of models I can imagine, as well as combining them with Tyranids to use the strengths of both, or to use them to off-set each others weaknesses.
I really dont like when people basically throw their arms up in despair when they think things wont work.
Yes, we have less staying power than other armies, but we also have a good amount of dakka and the ability to clear things off their objectives if we want. Ridgerunners didnt change in cost and they were already incredible, now theyre even better. We dont need to take and hold all the objectives just more than the enemy holds.
Terrain will be useful for us, LOS blocking mechanisms to offset our low saves and need to charge at times, as will reduced overwatches and improved melee engagement range of 1" and 5" vertically.
Y'all are welcome to be negative; but lets try to turn this conversation into something about what we've done that has worked well and try to figure out what is still great about our glorious cult.
Try not to be disheartened, at the end of the day it is a game. We need to find ways to use this amazing army.
I'll report back in 3 days as I have 5 matches scheduled and I have various styles ill be trying.
Just a headsup, Ridgerunners went up 11 points each baseline (70 total for a heavy laser variant), due to heavy stubbers going from 2>5, and the base cost increasing by 5. The Mortar and Missile variants went up as well (70pts/75pts), but I think the Lasers are still the best since you can use the +1 wound stratagem on them. Even with Blast rules, the missiles and heavy mortars are just too expensive for how little they offer.
I do think that terrain will be a bigger deal for GSC in 9th, so long as your game tables are using the recommended amount.
I've been thinking about using Trucks for Acolytes instead of Neophytes, since charging out of deep-strike is going to be even harder than before, and we won't have as much CP to use on Perfect Ambush. The 1CP stratagem to let Acolytes advance and charge seems very good paired with Twisted Helix's +2 advance.
Mid-board objectives are 8-12" away from our deployment zone, which means that trucks can reach them turn 1 if they have a clear path — It's just a shame that Goliaths are 85 points each after the points increase ... that's 5 points more than a neophyte squad with 2 mining lasers.
This message was edited 7 times. Last update was at 2020/07/20 23:52:23
2020/07/21 14:01:47
Subject: Re:Codex Genestealer Cults Tactica: Our day of ascention draws near!
Here's my current GSC manifesto, spoilered for massive TL;DR
Spoiler:
Genestealer cults got hit incredibly hard by 9th edition, both structurally and in the points changes. They now give up CP if they ever want to have more than one of each character, they have a smaller board which reduces the effectiveness of blips and deep strike, and they have to hold objectives for an entire round to score which, as a glass cannon army, generally isn't super easy.
This is going to be a discussion based on some theoryhammer and some test games on how to use what is, for now at least, most likely the worst army in 40k. What units to use, what units to shelve, and how to try and play the new missions in such a way that you can win games.
The Bad: Let's get these out of the way first. Units that you generally have no reason to use in their current, 9th edition state, and when you might consider including them anyway.
1) Purestrain Genestealers. GSC has always had the problem where they're a teeny tiny little codex with a puddle-deep unit pool, yet they have not one, not two, but THREE units all competing to do the exact same job of being a deep striking glass cannon melee unit with S4 AP-1 D1 attacks that rend on 6s. One of them is generally the best, the one that is almost always the best is acolytes, spoiler alert in 9th edition it's still acolytes but even more so now. Maybe if you could give these guys Cult Traits, like +2" to advance and +1S, or +1 to their invuln saves, or +1" to charge out of deep strike, they'd be worth 17 points per model, but without that, nooooo. If you own genestealer models and you want to use them, consider allying in an allied patrol of Tyranids, where they get Hive Fleet traits, cost 2ppm less base, gain Obsec, and gain a number of useful stratagems and psychic powers you can cast on them with a Broodlord. With the new morale system and the removal of Overwatch, the Patriarch is less useful than he was before, so consider running him as a Broodlord with Catalyst as the HQ of a tyranid patrol. A unit of Jormungandr genestealers with Catalyst up and extended carapace would be an absolute nightmare to get rid of.
2) Metamporphs. GW got real real close to realizing that Hybrid Metamorphs are just Acolytes with no obsec, no special melee weapons, and sliiiightly more melee damage output, so they really ought to be just like 1-2 points more, but then they hit themselves on the heads with a hammer and did the 9th edition points changes, they're 13ppm base now vs 8ppm acolytes :^). The only possibly usable configuration for Metamorphs is the Whip, which brings them down to 11ppm, and turns them into essentially Acolytes that still get to fight even if you interrupt them or make them fight last/you fight first. If units like the Putrid Blightspawn or Slaanesh daemons/marines become the meta thanks to Fight First abilities getting a huge buff in 9th, bringing a couple units of metamorphs might allow you to counter that strategy and clear out a nasty close combat unit that you can't shoot efficiently in the middle of the board. Why do you still consider the claw an upgrade, GW? it makes their damage worse against most targets... nevermind, it's fine.
3) Aberrants (and by extension, the Biophagus AKA Dr. Zoidberg). Say, if you had to take a thunder hammer/storm shield terminator, and you knew that was going to be 42 points in the new edition. And say you were going to take away Shock Assault, ATSKNF, and the armor save and storm shield, and just leave them with the base terminator 5++, all other stats the same, how many points of discount do you figure you'd give that unit? If you said "Five points, that's what all that stuff is worth" then you're thinking like Games Workshop in the 9th edition point values! Abberrants are now an eye-watering 37 points per model, or 33 points per model for the "cheap" version with the power picks. To make matters worse, it seems that Specialist Detachments are going the way of the dodo, so the Annointed Throng may be on its way out. It is INCREDIBLY tough to justify taking one of these dudes now that they're 37ppm right next to a Rock Saw acolyte who's 18ppm, which means of course you're also never going to take their attendant scientist idiot dude who has a 1 in 6 chance of just yeeting one of your crazy expensive aberrants via his special rule that you now CANT REROLL.
4) Sanctus. The sanctus got hosed more by the core rules of 9th than by the points changes. He used to be an interesting niche counter to PSYKER characters that you could put in your list, and when you came up against a particularly nasty psyker you wanted to make sure you killed, you took the special sniper rifle relic with +2 to wound which gave you a 4+ to deal a mortal wound and by extension a perils of the warp. Now, you'd have to commit to that being your relic every time, even when your opponent has no psykers, AND they didn't change its rules at all - it still has a +2 to wound which in 9th doesn't actually give +2 to wound, it gives +1 to wound. He also has a tendency to be sitting somewhere in the back of the battlefield, which in 9th is much closer to the action with the smaller board, and if he's not within 3" of a friendly unit he's not getting any character protection. Sure, he gets a 3+ in cover, but that basically means any opponent who doesn't want to deal with him will just slap him with one lascannon and leave him a pair of smoking boots.
5) Many, many weapon options. The point nerfs made a lot of those classic very very weak and unimpactful GSC weapon options absolute wastes of your time. I can understand making the argument for the Hand Flamer since max squads of hand flamer acolytes did see some tournament play prior to the space marine meta, but why any of these other choices needed to have their costs doubled, more than doubled, or in one case quintupled is beyond me. So, here's a list of options to never ever ever ever take if you have the choice: Bolt Pistol, Cache of Demo Charges, Demo Charge, Grenade Launcher, Hand Flamer, Heavy Mortar, Heavy Stubber (when non-mandatory), Missile Launcher, Multi-Melta, Web Pistol, Webber, Bonesword, Heavy Rock Drill, Lash Whip and Bonesword, Metamorph Claw, Metamorph Talon, Power Axe, Power Hammer, Power Maul, Power Pick. Hope you didn't glue any of your models with any of those things, because now they're only useful in power level games! GW decided that a regular flamer and a flamer with 18" range but only one single shot, those were basically the same level of usefulness right?
The Good: Units that actually seem to have more of a reason to exist than they did before under the new 9th ed rules.
1) Achilles Ridgerunners: They got about the average point nerf for 9th edition of ~20%, but can now move and shoot, which is fairly huge for them. With their handy +1 to wound stratagem, Achilles Ridgerunners (with specifically the auto-take loadout of Heavy Mining Laser and Flare Launcher) are looking quite solid going into 9th. Mobility is fairly strong, pregame movement is fairly strong, and people are most likely going to be taking more vehicles than they did before so vehicle-hunter units are looking good into the initial meta.
2) Goliath Trucks: Same reason as the Ridgerunners, really. Fairly modest point nerf, and for the points, a unit of Bladed Cog neophytes with 2x mining lasers mounted aboard a Goliath is one of our best ways to hold objectives for the new missions. You can perform the same job for cheaper with a unit of Brood Brothers mounted aboard a chimera, but you're giving up a lot of antitank firepower to do so, so that's a trade-off you'll have to figure out for yourself.
3) The Jackal Alphus: Probably the most improved HQ mostly because it doesn't seem like GSC can just rely on dropping in huge numbers of deep striking melee units and tabling their opponent to win the missions anymore. The Alphus can make your Goliaths and the squad inside hit on 3s (thanks to the wording of the open-topped rule and the fact her aura is a Modifier) and as a little cherry on top she can move and shoot her sniper rifle.
4) the Locus: Everybody's going to be taking a second look at units that have "always Fight First" abilities in 9th. S4 Ap-3 D2 on the charge makes him solid for attacking primaris marines, he's easier to hide than a minimum squad of acolytes if you want him to drop in and perform an action, and he costs exactly the same amount. I can definitely see including this dude in a list now.
5) Acolyte Squads (minimum size): Acolytes at max size and min size have always kind of been completely different units. The max size ones you drop them in, spend a ton of buffs and CP on them, and try to carve up a huge chunk of the enemy army. The min size ones historically you might throw in to a rockgrinder with some democharges as a bit of added threat, but in 9th you've got the removal of overwatch, secondary objectives that make tiny deep striking INFANTRY keyword units extremely annoying, and a point drop on Heavy Rock Saws that make it so a min squad of acolytes with 2x saws is only 1 single point more expensive than it was in 8th.
6) Atalan Jackals, maybe. Jackals and their wolfquad buddy did see pretty substantial point nerfs, 40% and 33% respectively. the thing that makes them possibly still worth looking into is the new missions, where mobility can allow you to score a ton of secondary points every turn, and the new Rusted Claw trait, which allows you to take both a shotgun and an autopistol and use them together after advancing with no penalty to hit. Min squads with Atalan incinerators, all the shotguns they can take and autopistols/autoguns on the sergeant put out pretty good anti-chaff firepower while absolutely screaming around the board.
General Listbuilding Strategies
I've tried out a couple styles of play so far, mostly involving vehicles since I have quite a few of them. I have a feeling you could probably do something with acolyte spam but I own 40x acolytes total unlike players with older competitive lists who own like 120+, so I can't test that.
Style 1: Extremely limited melee, guncult.
Cult of the Bladed Cog Brigade Detachment
HQ: Jackal Alphus 75, Warlord Trait: Single Minded Obsession
HQ: Magus 85, psychic powers: Might from Beyond, Undying Vigor
HQ: Primus 80.
Dedicated: Goliath Truck 50, heavy stubber 5, twin Autocannons 30
Dedicated: Goliath Truck 50, heavy stubber 5, twin Autocannons 30
Dedicated: Goliath Truck 50, heavy stubber 5, twin Autocannons 30
Dedicated: Goliath Truck 50, heavy stubber 5, twin Autocannons 30
1998 points.
This is a list with heavy scoring, screens that can drop onto the board, and just enough scattered threat to tie up unscreened Blast weapon units, assassinate characters, countercharge melee units, and provide enough of a credible threat that space marine armies aren't going to just wade into the center of the board with their primaris fists and start smacking you around. As someone who likes a tactical playstyle without a designated "Ok, here's the plan, all your CP expenditure is figured out in advance and all your big moves are already decided" this felt pretty good to play. Use your move and shoot heavy on everything to make sure your neophyte trucks are where they need to be, put a few squads of Brood Brothers into reserves to deep strike some screens in, and don't commit too hard to the ball around the Jackal Alphus that you aren't scoring as many points as possible: you still probably won't win a drag-out firefight with a full gun castle list.
Style 3: Hybrid melee/shooting with 1 big bomb
Cult of the Bladed Cog Brigade Detachment
HQ: Jackal Alphus 75. Warlord Trait: single minded Obsession
HQ: Primus 80
HQ: Magus 85, Familiar 15, Might from Beyond, Undying Vigor
Elites: Kelermorph 80, Relic: Mark of the Clawed Omnissiah
Elites: Clamavus 65
Elites: Nexos 55
Fast: Jackals x4 56, shotguns and knives, Wolfquad 20 with shotgun and Atalan Incinerator 15
Fast: Jackals x4 56, shotguns and knives, Wolfquad 20 with shotgun and Atalan Incinerator 15
Fast: Achilles Ridgerunner 40, Flare Launcher 5, Heavy Mining 15, Heavy Stubber x2 10
Fast: Achilles Ridgerunner 40, Flare Launcher 5, Heavy Mining 15, Heavy Stubber x2 10
Heavy: Goliath Rockgrinder 90, heavy stubber 5, Heavy Mining 15
Heavy: Goliath Rockgrinder 90, heavy stubber 5, Heavy Mining 15
Heavy: Cult HWT 18, 3x Mortars 30
Dedicated: Goliath Truck 50, heavy stubber 5, twin Autocannons 30
Dedicated: Goliath Truck 50, heavy stubber 5, twin Autocannons 30
Dedicated: Goliath Truck 50, heavy stubber 5, twin Autocannons 30
2000 pts
This one exchanges a little bit of firepower for an alpha strike melee bomb that you can drop in and blow a huge chunk of CP on to ideally carve off a chunk of the enemy army and create a huge distraction while you rack up points turn 2/3. I think this is getting PRETTY close to optimized in terms of what GSC want to be doing in the new edition. Just like the last list, cult ambush means you dont' have to expose any infantry to antichaff firepower turn 1 unless your opponent cracks a transport, you still have the obnoxious 3++ kelermorph, and now you have more stuff to spend your CPs on rather than the last list where I was basically using command points on +1s to wound here or there.
Style 3: As yet untested, Unstoppable Jormungandr Genstealer Tanks
Cult of the Bladed Cog Battalion Detachment
HQ: Jackal Alphus 75
HQ: Patriarch 135, Warlord Trait: Single Minded Obsession. Psychic Power: Might from Beyond
Starting this one with 9cp rather than 12cp, but ditching the deep strike bomb that requires 5CP to do its turn 1 thing, rather than building into an alpha strike this list builds an enormous, threatening brick of a unit of genestealers that is going to roll into the center of the board and require ABSURD firepower to remove if you can get it into cover and keep catalyst on it.
This message was edited 3 times. Last update was at 2020/07/21 14:23:37
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2020/07/22 09:53:44
Subject: Re:Codex Genestealer Cults Tactica: Our day of ascention draws near!
the_scotsman wrote: Here's my current GSC manifesto, spoilered for massive TL;DR
Spoiler:
Genestealer cults got hit incredibly hard by 9th edition, both structurally and in the points changes. They now give up CP if they ever want to have more than one of each character, they have a smaller board which reduces the effectiveness of blips and deep strike, and they have to hold objectives for an entire round to score which, as a glass cannon army, generally isn't super easy.
This is going to be a discussion based on some theoryhammer and some test games on how to use what is, for now at least, most likely the worst army in 40k. What units to use, what units to shelve, and how to try and play the new missions in such a way that you can win games.
The Bad: Let's get these out of the way first. Units that you generally have no reason to use in their current, 9th edition state, and when you might consider including them anyway.
1) Purestrain Genestealers. GSC has always had the problem where they're a teeny tiny little codex with a puddle-deep unit pool, yet they have not one, not two, but THREE units all competing to do the exact same job of being a deep striking glass cannon melee unit with S4 AP-1 D1 attacks that rend on 6s. One of them is generally the best, the one that is almost always the best is acolytes, spoiler alert in 9th edition it's still acolytes but even more so now. Maybe if you could give these guys Cult Traits, like +2" to advance and +1S, or +1 to their invuln saves, or +1" to charge out of deep strike, they'd be worth 17 points per model, but without that, nooooo. If you own genestealer models and you want to use them, consider allying in an allied patrol of Tyranids, where they get Hive Fleet traits, cost 2ppm less base, gain Obsec, and gain a number of useful stratagems and psychic powers you can cast on them with a Broodlord. With the new morale system and the removal of Overwatch, the Patriarch is less useful than he was before, so consider running him as a Broodlord with Catalyst as the HQ of a tyranid patrol. A unit of Jormungandr genestealers with Catalyst up and extended carapace would be an absolute nightmare to get rid of.
2) Metamporphs. GW got real real close to realizing that Hybrid Metamorphs are just Acolytes with no obsec, no special melee weapons, and sliiiightly more melee damage output, so they really ought to be just like 1-2 points more, but then they hit themselves on the heads with a hammer and did the 9th edition points changes, they're 13ppm base now vs 8ppm acolytes :^). The only possibly usable configuration for Metamorphs is the Whip, which brings them down to 11ppm, and turns them into essentially Acolytes that still get to fight even if you interrupt them or make them fight last/you fight first. If units like the Putrid Blightspawn or Slaanesh daemons/marines become the meta thanks to Fight First abilities getting a huge buff in 9th, bringing a couple units of metamorphs might allow you to counter that strategy and clear out a nasty close combat unit that you can't shoot efficiently in the middle of the board. Why do you still consider the claw an upgrade, GW? it makes their damage worse against most targets... nevermind, it's fine.
3) Aberrants (and by extension, the Biophagus AKA Dr. Zoidberg). Say, if you had to take a thunder hammer/storm shield terminator, and you knew that was going to be 42 points in the new edition. And say you were going to take away Shock Assault, ATSKNF, and the armor save and storm shield, and just leave them with the base terminator 5++, all other stats the same, how many points of discount do you figure you'd give that unit? If you said "Five points, that's what all that stuff is worth" then you're thinking like Games Workshop in the 9th edition point values! Abberrants are now an eye-watering 37 points per model, or 33 points per model for the "cheap" version with the power picks. To make matters worse, it seems that Specialist Detachments are going the way of the dodo, so the Annointed Throng may be on its way out. It is INCREDIBLY tough to justify taking one of these dudes now that they're 37ppm right next to a Rock Saw acolyte who's 18ppm, which means of course you're also never going to take their attendant scientist idiot dude who has a 1 in 6 chance of just yeeting one of your crazy expensive aberrants via his special rule that you now CANT REROLL.
4) Sanctus. The sanctus got hosed more by the core rules of 9th than by the points changes. He used to be an interesting niche counter to PSYKER characters that you could put in your list, and when you came up against a particularly nasty psyker you wanted to make sure you killed, you took the special sniper rifle relic with +2 to wound which gave you a 4+ to deal a mortal wound and by extension a perils of the warp. Now, you'd have to commit to that being your relic every time, even when your opponent has no psykers, AND they didn't change its rules at all - it still has a +2 to wound which in 9th doesn't actually give +2 to wound, it gives +1 to wound. He also has a tendency to be sitting somewhere in the back of the battlefield, which in 9th is much closer to the action with the smaller board, and if he's not within 3" of a friendly unit he's not getting any character protection. Sure, he gets a 3+ in cover, but that basically means any opponent who doesn't want to deal with him will just slap him with one lascannon and leave him a pair of smoking boots.
5) Many, many weapon options. The point nerfs made a lot of those classic very very weak and unimpactful GSC weapon options absolute wastes of your time. I can understand making the argument for the Hand Flamer since max squads of hand flamer acolytes did see some tournament play prior to the space marine meta, but why any of these other choices needed to have their costs doubled, more than doubled, or in one case quintupled is beyond me. So, here's a list of options to never ever ever ever take if you have the choice: Bolt Pistol, Cache of Demo Charges, Demo Charge, Grenade Launcher, Hand Flamer, Heavy Mortar, Heavy Stubber (when non-mandatory), Missile Launcher, Multi-Melta, Web Pistol, Webber, Bonesword, Heavy Rock Drill, Lash Whip and Bonesword, Metamorph Claw, Metamorph Talon, Power Axe, Power Hammer, Power Maul, Power Pick. Hope you didn't glue any of your models with any of those things, because now they're only useful in power level games! GW decided that a regular flamer and a flamer with 18" range but only one single shot, those were basically the same level of usefulness right?
The Good: Units that actually seem to have more of a reason to exist than they did before under the new 9th ed rules.
1) Achilles Ridgerunners: They got about the average point nerf for 9th edition of ~20%, but can now move and shoot, which is fairly huge for them. With their handy +1 to wound stratagem, Achilles Ridgerunners (with specifically the auto-take loadout of Heavy Mining Laser and Flare Launcher) are looking quite solid going into 9th. Mobility is fairly strong, pregame movement is fairly strong, and people are most likely going to be taking more vehicles than they did before so vehicle-hunter units are looking good into the initial meta.
2) Goliath Trucks: Same reason as the Ridgerunners, really. Fairly modest point nerf, and for the points, a unit of Bladed Cog neophytes with 2x mining lasers mounted aboard a Goliath is one of our best ways to hold objectives for the new missions. You can perform the same job for cheaper with a unit of Brood Brothers mounted aboard a chimera, but you're giving up a lot of antitank firepower to do so, so that's a trade-off you'll have to figure out for yourself.
3) The Jackal Alphus: Probably the most improved HQ mostly because it doesn't seem like GSC can just rely on dropping in huge numbers of deep striking melee units and tabling their opponent to win the missions anymore. The Alphus can make your Goliaths and the squad inside hit on 3s (thanks to the wording of the open-topped rule and the fact her aura is a Modifier) and as a little cherry on top she can move and shoot her sniper rifle.
4) the Locus: Everybody's going to be taking a second look at units that have "always Fight First" abilities in 9th. S4 Ap-3 D2 on the charge makes him solid for attacking primaris marines, he's easier to hide than a minimum squad of acolytes if you want him to drop in and perform an action, and he costs exactly the same amount. I can definitely see including this dude in a list now.
5) Acolyte Squads (minimum size): Acolytes at max size and min size have always kind of been completely different units. The max size ones you drop them in, spend a ton of buffs and CP on them, and try to carve up a huge chunk of the enemy army. The min size ones historically you might throw in to a rockgrinder with some democharges as a bit of added threat, but in 9th you've got the removal of overwatch, secondary objectives that make tiny deep striking INFANTRY keyword units extremely annoying, and a point drop on Heavy Rock Saws that make it so a min squad of acolytes with 2x saws is only 1 single point more expensive than it was in 8th.
6) Atalan Jackals, maybe. Jackals and their wolfquad buddy did see pretty substantial point nerfs, 40% and 33% respectively. the thing that makes them possibly still worth looking into is the new missions, where mobility can allow you to score a ton of secondary points every turn, and the new Rusted Claw trait, which allows you to take both a shotgun and an autopistol and use them together after advancing with no penalty to hit. Min squads with Atalan incinerators, all the shotguns they can take and autopistols/autoguns on the sergeant put out pretty good anti-chaff firepower while absolutely screaming around the board.
General Listbuilding Strategies
I've tried out a couple styles of play so far, mostly involving vehicles since I have quite a few of them. I have a feeling you could probably do something with acolyte spam but I own 40x acolytes total unlike players with older competitive lists who own like 120+, so I can't test that.
Style 1: Extremely limited melee, guncult.
Cult of the Bladed Cog Brigade Detachment
HQ: Jackal Alphus 75, Warlord Trait: Single Minded Obsession
HQ: Magus 85, psychic powers: Might from Beyond, Undying Vigor
HQ: Primus 80.
Dedicated: Goliath Truck 50, heavy stubber 5, twin Autocannons 30
Dedicated: Goliath Truck 50, heavy stubber 5, twin Autocannons 30
Dedicated: Goliath Truck 50, heavy stubber 5, twin Autocannons 30
Dedicated: Goliath Truck 50, heavy stubber 5, twin Autocannons 30
1998 points.
This is a list with heavy scoring, screens that can drop onto the board, and just enough scattered threat to tie up unscreened Blast weapon units, assassinate characters, countercharge melee units, and provide enough of a credible threat that space marine armies aren't going to just wade into the center of the board with their primaris fists and start smacking you around. As someone who likes a tactical playstyle without a designated "Ok, here's the plan, all your CP expenditure is figured out in advance and all your big moves are already decided" this felt pretty good to play. Use your move and shoot heavy on everything to make sure your neophyte trucks are where they need to be, put a few squads of Brood Brothers into reserves to deep strike some screens in, and don't commit too hard to the ball around the Jackal Alphus that you aren't scoring as many points as possible: you still probably won't win a drag-out firefight with a full gun castle list.
Style 3: Hybrid melee/shooting with 1 big bomb
Cult of the Bladed Cog Brigade Detachment
HQ: Jackal Alphus 75. Warlord Trait: single minded Obsession
HQ: Primus 80
HQ: Magus 85, Familiar 15, Might from Beyond, Undying Vigor
Elites: Kelermorph 80, Relic: Mark of the Clawed Omnissiah
Elites: Clamavus 65
Elites: Nexos 55
Fast: Jackals x4 56, shotguns and knives, Wolfquad 20 with shotgun and Atalan Incinerator 15
Fast: Jackals x4 56, shotguns and knives, Wolfquad 20 with shotgun and Atalan Incinerator 15
Fast: Achilles Ridgerunner 40, Flare Launcher 5, Heavy Mining 15, Heavy Stubber x2 10
Fast: Achilles Ridgerunner 40, Flare Launcher 5, Heavy Mining 15, Heavy Stubber x2 10
Heavy: Goliath Rockgrinder 90, heavy stubber 5, Heavy Mining 15
Heavy: Goliath Rockgrinder 90, heavy stubber 5, Heavy Mining 15
Heavy: Cult HWT 18, 3x Mortars 30
Dedicated: Goliath Truck 50, heavy stubber 5, twin Autocannons 30
Dedicated: Goliath Truck 50, heavy stubber 5, twin Autocannons 30
Dedicated: Goliath Truck 50, heavy stubber 5, twin Autocannons 30
2000 pts
This one exchanges a little bit of firepower for an alpha strike melee bomb that you can drop in and blow a huge chunk of CP on to ideally carve off a chunk of the enemy army and create a huge distraction while you rack up points turn 2/3. I think this is getting PRETTY close to optimized in terms of what GSC want to be doing in the new edition. Just like the last list, cult ambush means you dont' have to expose any infantry to antichaff firepower turn 1 unless your opponent cracks a transport, you still have the obnoxious 3++ kelermorph, and now you have more stuff to spend your CPs on rather than the last list where I was basically using command points on +1s to wound here or there.
Style 3: As yet untested, Unstoppable Jormungandr Genstealer Tanks
Cult of the Bladed Cog Battalion Detachment
HQ: Jackal Alphus 75
HQ: Patriarch 135, Warlord Trait: Single Minded Obsession. Psychic Power: Might from Beyond
Starting this one with 9cp rather than 12cp, but ditching the deep strike bomb that requires 5CP to do its turn 1 thing, rather than building into an alpha strike this list builds an enormous, threatening brick of a unit of genestealers that is going to roll into the center of the board and require ABSURD firepower to remove if you can get it into cover and keep catalyst on it.
Thanks, very interesting read !
I am going to try a zoanthrope (3*6) + twisted H acolyte spam list, I'll post a list soon. MWs for the big stuff, Twisted H acos for the rest (they can also kill big stuff, just not as well). Assuming a zoanthrope unit can still ddouble smite
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2020/07/26 19:57:56
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
addnid wrote:The love from GW For Genestealers cult is feeling colder than the love of the incoming tyranid fleet that will devour all cultists at the end of the battle. Time to let the army rest in my cupboard until new codex drops
For what limited value it is worth, we did get a 4-page army on parade section in the new rulebook (the other two are Marines and they only get 2 pages) and the crusade section appears to have the GSC as the protagonists in the fluff bits which has to count for something.
In general it feels a lot like how things were when the index first dropped in 8th, but I think we are in a better position right now than we were at the start of 8th because most of our "core" stuff is still within reasonable pricing (remember, the Index incarnation had 11 point Acolytes) and I do think midfield battles will be more favorable for us than the gunline castles that dominated 8th. We aren't as bothered by going second as many other armies since it gives us perfect information for adjusting our deployment. I imagine we will see new builds develop that are not being predicted, especially if the new Space Marine codex reigns them in somewhat (have seen a couple promising signs).
I'll be updating the original post with new data, though I suppose the question now becomes should I create a new thread for 9th or continue focusing on retrofitting this one?
Edit: Couple random musings:
1. I am somewhat tempted to pull out the Demolition Trucks again. Both the cache and charges didn't go up and gained blast which makes them a bit more useful vs things like Necrons and Sisters of Battle, and movement no longer hinders the other truck weapon systems. Early on when the codex dropped I remember running two 5-strong Acolyte units with a charge each in a truck with a cache and doing drive-by bombings (since each one is its own squad, each gets to toss a charge, thus 3D6 S8 shots).
2. The melee Sanctus might deserve a second look between smaller boards, his free perfect ambush, and the advance-and-charge stratagem from the Greater Good.
3. With the new pricing and expected influx of 3 wound models, it might be worthwhile to run some Acolyte squads with Rock Cutters instead of saws. Trade some accuracy for increased killing power against Grotesques, Pain Engines, Tyranid Warriors/Monsters, Gravis, and so forth.
4. I don't think blast weapons will be as great an issue for us as they will be for some of the other more horde-leaning armies since we can keep vulnerable large units hidden in reserve until the main threats to them have been eliminated or thinned out. Use expendable MSU squads to sweep away threats and then drop in larger squads to hold gains.
5. On a somewhat related note, it might be worth playing with Shotgun Neophytes more in general. I liked them before, but now if one wants a "cheap" Neophyte squad they are the best bet since they don't need special or heavy weapons to do their job, just Lying in Wait and terrain. Bladed Cog shotgun squads with Seismic Cannons might be fun too, since both weapons want to be close for the added strength and 3-6 S6 D2 shots with rending and -1 AP will help vs Marines.
This message was edited 3 times. Last update was at 2020/07/26 20:18:40
2020/07/26 23:06:21
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
Could always do 10 acolytes with 4 demo charges in a truck and use extra explosives - with the cache that’s 5d6 4+ S8 -3 d3 shots, and ten acolytes + rigged to blow means that the enemy might be reluctant to pop it once it gets close
2020/07/26 23:44:46
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
C4790M wrote:Could always do 10 acolytes with 4 demo charges in a truck and use extra explosives - with the cache that’s 5d6 4+ S8 -3 d3 shots, and ten acolytes + rigged to blow means that the enemy might be reluctant to pop it once it gets close
I think the 9th edition transport rules specifically forbid the use of stratagems on embarked squads. That being said, I like the second idea of Rigged to Blow. Might also be able to repurpose some of the hand-flamer Acolytes for those that were running bombs, since the range overlaps with demo charges if you happen to have something worth roasting while bombing.
Nitro Zeus wrote:What does the melee Sanctus actually accomplish ever? Haven’t used one
He gets 5 WS 2+ attacks that always wound non-vehicles, non-titanic models on a 2+ with -2 AP and 2 damage per blow, as well as 2 additional S4 familiar attacks. He also has a fair amount of mobility options between a free use of Perfect Ambush per turn and Slipping Through the Shadows for 6'' advance and charge. In theory, both stratagems working together gives him a turn 1 threat range of ~22'' out of an ambush token (average of 3'' from Perfect Ambush + 12'' from advance + 7'' charge), potentially more with Four-Armed Emperor or Twisted Helix which both add +2'' with their respective traits. Also I need to check the wording, but the Soul Sight familiar might now be able to benefit melee now as well, since it let him ignore cover to some degree.
I am considering playing around with the Tectonic Frag Drills as well. I don't imagine they will be amazing, but they don't cost command points to take anymore and the -2 to chargers within 12'' bubble might be useful against reserves coming from a flank and could be useful for defending an objective near friendly territory or sending backfield squads into the tunnels to reposition for late-game objective grabs. I think the drills get the industrial structure terrain rules as well, so they might be worthwhile for screening something important. Lastly, they have a bit of built-in defense against the 5'' vertical engagement for anyone hiding in them, since anyone on the ground floor risks potentially taking D6 mortal wounds each time the drill is triggered (or D6 + D3 when the earthquake triggers).
This message was edited 2 times. Last update was at 2020/07/27 02:17:50
2020/07/27 11:57:44
Subject: Re:Codex Genestealer Cults Tactica: Our day of ascention draws near!
Had a really fantastic game yesterday with my gsc. Tried out the new grand tournament pack against some custom chapter raven guard (Master Artisans and +1 to Charge Rolls) and I played a list with a bladed cog mechanized core, a 20-man acolyte blob with Primus, Magus with MFB+Bladed Cog Catalyst Power, and Clamavus, with a locus and kelermorph in there as a bit of wildcard deep strike units. Then a tyranid patrol with broodlord with Catalyst and 20 man jormungandr genestealers with extended carapace and the Improved Resistance adaptation to ignore AP-1 / AP-2.
My opponent had 2x5 aggressors, 2x3 plasma inceptors, 2x5 infiltrators, 2x plasma redemptor dreads, 3 eliminators, 10x intercessors with bolt rifles, a smash captain, a sneaky sniper rifle captain, and a lieutenant with another relic sniper rifle.
We played a mission with diagonal deployment, 1 objective in each of our deployment zones, 4 objectives spread across the centerline. Mission 13 in the GT pack. My opponent chose the Kill Models, Kill Characters and Kill Psykers secondaries. I chose the mission-specific secondary (because it was an Action I could perform with non-infantry). engage on all fronts, and keep my 3 most expensive units alive because I had never tried that one. Those 3 units were a 10-man Jackal squad, 20 genestealers, and 20 acolytes.
I get to go first, and I rush forward and sit on 3 objectives on the centerline+my objective, and use Single Minded Devotion to kill one of the two dreadnoughts. All other miscellaneous firepower does a single wound to a single eliminator.
My opponent deals a wound or two to my achilles, and unloads a 1/2 shooting volley from the aggressors at the bikers. With morale this kills 7/10, leaving the sergeant and two quads, but they're still on the objective. Dreadnought shoots the genestealers with blast plasma and with morale kills 4. I had hid the jackal from LOS in the mess of Goliaths, so the broodlord tanked the sniper fire and only took 2 wounds.
This was a ruin heavy board using Ruins and Ruin Walls to make sure there was a good amount of dense cover and Obscuring+Light on the board. This seems like a pretty efficient setup for a good urban board and we felt like terrain really impacted the battle.
Round 2, I shoot the aggressors with everything I've got and kill 3/5, so the genestealers charge the dreadnought, fight twice to kill it, and pile in to the aggressors to tie them up, leaving only 3 alive at the end of the day but doing a good amount of work. The locus drops in to the very back of the battlefield to score me engage on all fronts and be annoying.
My opponent's turn 2, he had a hell of a lot in reserve (including 5 aggressors and 10 intercessors he used a strat to put there) and with my stuff starting to deep strike and spread out on the board very little good space to put them. Smash Captain+6 Inceptors drop in to my deployment zone behind my Goliaths and Broodlord, and 10 intercessors drop in basically right next to the original fire castle to benefit from the same Chapter Master+Lieutenant bubbles. One goliath and the broodlord die to plasma, and another goliath is left with 1 hit point and then survives shooting from a couple intercessors by making a pair of 6+ save rolls, so I decide he deserves to have me spend a command point on "Devoted Crew" next turn. The locus survives sniper fire by being out of LOS of half of them and making his 4++ saves vs the others.
Round 3, the acolyte bomb comes in against the inceptors and rockgrinder+Locus+All my remaining firepower kills 9/10 intercessors. The remaining 2 genestealers fall back to hide out of LOS and the remaining quads are also hiding on an objective performing the mission secondary objective action, so that's 2/3 of my most expensive squads I think I can keep alive.The Kelermorph lands and wipes out the Eliminators.
Opponent's turn 3, the aggressors land from deep strike and are now hanging out with the chapter master, who has used a move-then-shoot-then-move warlord trait to steadily bop across the board away from my stuff. With morale they kill all but 2 of the acolytes. The smash captain flies over to the trio of HQs who was buffing the acolyte blob and kills the clamavus and magus..
Round 4, the primus runs away from the chapter master and jumps into the back of the single-wound goliath truck as benny hill music plays.As much firepower as I can get around the ruin they're hiding behind shoots the aggressors and kills 2 of them, and then the pair of suicide saw acolytes manage to kill 2 more.
Opponent's turn 4, smash captain smashes the remainder of a neophyte squad off my DZ objective, the remaining aggressor goes and punches the jackal alphus to death to finish the Kill Characters secondary.
Final round, I flood objectives with 20 neophyte bodies to prevent the aggressor or warlord from scoring, and kill one of the infiltrator squads off an objective with goliaths and rockgrinder. My opponent scores 5 for primary and we call it there because he's basically maxed out his secondaries and would need to kill 9 models to score another point off Thin their Ranks, which he figures he can't do from where he's at. Game ends 55 to 78, a really extremely good game.
I learned this game that the benefit of new morale is HUGE. Morale absolutely 100% won me that game, and I think if you're bringing light infantry squads, you want squads defined by 2-3 special weapons (or 1 in the case of 5-man squads) because they absolutely will be able to use new morale to survive when in 8th they'd get finished off. obscuring terrain was the other big defining point of the game for me, both of us were able to use it pretty extensively and despite the smaller board size it really felt like good positioning mattered way more. I would be careful about over-relying on deep striking little gak units on to the board to score your points and secondaries, because we both almost accidentally screened out most of the board. I think the melee sanctus and locus both have very fun roles to play in being later turn deep strikers who bring a lot of scoring value to the table.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2020/07/27 16:04:22
Subject: Codex Genestealer Cults Tactica: Our day of ascention draws near!
FYI "While We Stand We Fight" is 3 most expensive MODELS, not UNITS. Likely your Broodlord, Magus, and Primus would've needed to survive - which likely would've been better had you known that! Glad you had a good game
Galef wrote: If you refuse to use rock, you will never beat scissors.